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Guardian Scout

Guardian Scouts have two manipulator arms, allowing them to use weapons as a person might. They attack by spinning, a clockwork whirl of Rough Spins or Spin Lasers.

Guardian Scout
Rank 2 Mechanical Warrior
HP: 28 MP: 24 SP: 24
Defense: 10 (Heavy) Concentration: 13
Initiative: +5 Evasion: 11
Size: Medium Vitality: 15
Movement: 5 (Walking)
Strike Damage: 17
To-Hit Check: +10 Range: Melee
Magic Salvo Damage: 14, Light
To-Hit Check: +11 Range: Projectile 6
Charge Shot Damage: 20, Light
8 Magic Range: Projectile 10
Roll To-Hit Target’s Concentration; on success, the target is knocked Prone.
Spin Laser Damage: 15, Light
12 Magic Range: Burst 2
You create an Updraft in a Burst 1 around you until the end of your next turn.
Rough Spin Damage: 17
12 Stamina Range: Burst 1
All targets are pushed to just outside the radius of the attack.
Default Weapon: Guardian Laser Mk. II
(Rank 2 Natural Rod, Guardian style)
Accuracy: 6 Attack: 10 Durability: 11
Guardian Sword Mk. II
(Rank 2 Ancient Sword, Guardian style)
Accuracy: 5 Attack: 11 Durability: 11
Instinctive Intelligence
Immunity: Flirt, Disarm
Vulnerability: Ancient weapons
Combat 6 Willpower 4 Accuracy 5
Hearts 7 Magic 6 Stamina 6
Athletics 5 Arcana 1 Nature 0
Civilization 2 Perception 4 Agility 5
Fortitude 5 Influence 0 Command 0
Intimidate 4 Discipline 3 Insight 0
Mechanics 0 Perform 0 Guile 0
Smithing 0 Enchanting 0 Cooking 0
Drops Weapons (when available)
3x Gear (Rank 2 Ancient Material)

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.